Building Block Things in the UML
Structural Things Behavioral Things Grouping Things Annotational Things
Relationships In the UML Diagrams
The vocabulary of the UML encompasses three kind of building blocks:
Things Relationship Diagrams
There are four kinds of things in the UML:
Structural things Behavioral things Grouping things Annotational things
These things are the basic object-oriented building blocks Of the UML. You use them to write well-formed models.
Structural things are the noun of the UML models. These are the mostly static parts of a model, representing
elements that are either conceptual or physical. There are seven kind of structural things. It Include:
Classes Interface Active classes Collaboration Use case Components Nodes
A class is a description of a set of objects that share the same attributes, operations, relationship, and semantics.
Graphically, a class is rendered as a rectangle, usually including its name, attributes and operations.
Class
Class Name
Attributes
Operations
An interface is a collection of operations that specify a service of a class or components.
An interface defines a set of operations specifications but never a set of operation implementation.
Graphically, an interface is rendered as a circle together with its name.
Interface
A collaboration defines an interaction and is a society of roles and other elements that work together to provide some cooperative behavior that’s bibber than the sum of all the elements.
A given class might participate in several collaboration.
Graphically, collaboration is rendered as an ellipse with dashed lines, usually including only its name.
A use case is a coherent piece of functionality that a system can provide by interacting with actors.
Graphically, a use case is rendered as an ellipse with solid lines, usually including only its name, as in figure:
Place Order
Actor Use case
An active class is a class whose object own one or more processes or threads and therefore can initiate control activity.
An activity class is just like a class except that its objects represents elements whose behavior is concurrent with other elements.
Graphically, an active class is rendered just like a class, but with heavy lines, usually including its name, attributes and operations as in figure:
A component is a physical and replaceable part of a system that
conforms to and provides the realization of a set of interfaces.
Notation:
Component
A physical element that exists at run-time and represents a computational resource (typically, hardware resources).
Notation:Print
Server
BACK
Behavioral things are the dynamic parts of UML models.
There are two primary kind of behavioral things.
Interaction
State Machine
Interaction:-An interaction is a behavior that comprises a set of messages exchanged among a set of objects within a particular context to accomplish a specific purpose.
Notation:-
State Machine:- A behavior that specifies the sequence of “states” an object goes
through, during its lifetime. A “state” is a condition or situation during the lifetime of an object
during which it exhibits certain characteristics and/or performs some function.
Notation:-
Display
WaitingBACK
Grouping things are the organizational parts of UML models. These are the boxes into which a model can be decomposed.
There is one primary kind of grouping thing: Package
Package:-A package is a general-purpose mechanism for organizing elements into
groups. Structural things, behavioral things and even other grouping things may be placed in a package.
Notation:- AccountsDepartment
BACK
Annotational things are the explanatory parts of UML models. These are the comments you may apply to describe , illuminate and
remark about any element in a model. There is one primary kind of Annotational thing:
Note
Note:-A note is simply a symbol for rendering constraints and comments attached to an element or a collection of elements.
Notation:- Note is added here for additional information
BACK
A relationship is a connection among things.
Dependency:-a semantic relationship where a change in one thing (the independent thing) causes a change in the semantics of the other thing (the
dependent thing).
Notation:- ( arrow-head points to the independent
thing)
Association:-a structural relationship that describes the connection between two
things.
Notation:-
Generalization:-A relationship between a general thing (called “parent” or “super class”)
and a more specific kind of that thing (called the “child” or “subclass”), such
that the latter can substitute the former.
Notation:-(arrow-head points to the super class)
Realization:-A semantic relationship between two things wherein one specifies the
behavior to be carried out, and the other carries out the behavior.
Notation:-
(arrow-head points to the thing being realized)
BACK
The graphical presentation of the model. Represented as a connected graph - vertices (things) connected by arcs (relationships).
UML includes nine diagrams - each capturing a different dimension of a software-system architecture.
Class Diagram Object Diagram Use Case Diagram Sequence Diagram Collaboration Diagram
State chart Diagram Activity Diagram Component Diagram Deployment Diagram
Class Diagram - the most common diagram found in OOAD, shows a set of classes, interfaces, collaborations and their relationships. Models the static view of the system.
Object Diagram - a snapshot of a class diagram; models the instances of things contained in a class diagram.
Use Case Diagram - shows a set of “Use Cases” (sets of functionality performed by the system), the “actors” (typically, people/systems that interact with this system[problem-domain]) and their relationships. Models WHAT the system is expected to do.
Sequence Diagram - models the flow of control by time-ordering; depicts the interaction between various objects by of messages passed, with a temporal dimension to it.
Collaboration Diagram - models the interaction between objects, without the temporal dimension; merely depicts the messages passed between objects.
State chart Diagram - shows the different state machines and the events
that leads to each of these state machines. State chart diagrams show the
flow of control from state to state.
Activity Diagram - shows the flow from activity to activity; an “activity”
is an ongoing non-atomic execution within a state machine.
Component Diagram - shows the physical packaging of software in terms
of components and the dependencies between them.
Deployment Diagram - shows the configuration of the processing nodes
at run-time and the components that live on them.
BACK
BACK